Partially implement notecard saves in task inventory. Still makes the
notecard go read-only, but changes are saved.0.6.0-stable
parent
5557fb9dd2
commit
82d79e3b0b
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@ -168,8 +168,9 @@ namespace OpenSim.Framework.Communications.Capabilities
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m_capsHandlers["UpdateNotecardAgentInventory"] =
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m_capsHandlers["UpdateNotecardAgentInventory"] =
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new RestStreamHandler("POST", capsBase + m_notecardUpdatePath, NoteCardAgentInventory);
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new RestStreamHandler("POST", capsBase + m_notecardUpdatePath, NoteCardAgentInventory);
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m_capsHandlers["UpdateScriptAgentInventory"] = m_capsHandlers["UpdateNotecardAgentInventory"];
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m_capsHandlers["UpdateScriptAgentInventory"] = m_capsHandlers["UpdateNotecardAgentInventory"];
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m_capsHandlers["UpdateScriptTaskInventory"] =
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m_capsHandlers["UpdateNotecardTaskInventory"] =
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new RestStreamHandler("POST", capsBase + m_notecardTaskUpdatePath, ScriptTaskInventory);
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new RestStreamHandler("POST", capsBase + m_notecardTaskUpdatePath, ScriptTaskInventory);
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m_capsHandlers["UpdateScriptTaskInventory"] = m_capsHandlers["UpdateNotecardTaskInventory"];
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// justincc: I've disabled the CAPS service for now to fix problems with selecting textures, and
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// justincc: I've disabled the CAPS service for now to fix problems with selecting textures, and
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// subsequent inventory breakage, in the edit object pane (such as mantis 1085). This requires
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// subsequent inventory breakage, in the edit object pane (such as mantis 1085). This requires
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@ -254,10 +254,10 @@ namespace OpenSim.Region.Environment.Scenes
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return;
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return;
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}
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}
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AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data);
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AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)item.Type, data);
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AssetCache.AddAsset(asset);
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AssetCache.AddAsset(asset);
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if (isScriptRunning)
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if (isScriptRunning && item.Type == 10)
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{
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{
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part.RemoveScriptInstance(item.ItemID);
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part.RemoveScriptInstance(item.ItemID);
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}
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}
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@ -267,7 +267,7 @@ namespace OpenSim.Region.Environment.Scenes
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part.GetProperties(remoteClient);
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part.GetProperties(remoteClient);
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// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
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// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
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if (isScriptRunning)
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if (isScriptRunning && item.Type == 10)
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{
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{
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part.CreateScriptInstance(item.ItemID, 0, false);
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part.CreateScriptInstance(item.ItemID, 0, false);
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}
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}
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